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blender max poly count for ksp


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Taken from Wiki:

"The triscount for most of the stock pieces are around 300 tris for small pieces like the TT-38K Radial Decoupler, and 2000 tris for pieces like the LV-T30 Liquid Fuel Engine and a general 1000 tris count for the boosters, fuel tanks, and pods. When assessing your tris count it's necessarily to keep in mind you want an optimized number. You want to have the lowest tricount possible, without taking away from the integrity of the model's silhouette. When modeling one can get lost in adding detail, and whilst finishing up it's important to give your model a twice over. Don't feel bad if you aren't quite satisfied with your model: remember that what gives a soul to the model really is the texture. "

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Taken from Wiki:

"The triscount for most of the stock pieces are around 300 tris for small pieces like the TT-38K Radial Decoupler, and 2000 tris for pieces like the LV-T30 Liquid Fuel Engine and a general 1000 tris count for the boosters, fuel tanks, and pods. When assessing your tris count it's necessarily to keep in mind you want an optimized number. You want to have the lowest tricount possible, without taking away from the integrity of the model's silhouette. When modeling one can get lost in adding detail, and whilst finishing up it's important to give your model a twice over. Don't feel bad if you aren't quite satisfied with your model: remember that what gives a soul to the model really is the texture. "

thx dude! (10char)

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While those guidelines are good, they're a bit misleading. There are two[] parts of any part in KSP, the visible model and the colliders, and really this can entail any number of actual models.

People have loaded some absurd visible models into KSP and had it operate, shortly after .20 came out a guy imported a movie quality Millenium Falcon model and the real issue was that he had HD textures on it; ****loads of textures.

That's really the third component of the two, textures take up lots of memory, doesn't matter what you do. Models don't. In my mod I have 218KB of .mu files, prepared models; and 2.17MB in textures.

Despite the variance in computer power from player to player, KSP is limited to about 3.5GB total useable RAM due to being 32bit. No matter how good your or somebody else's graphics card is, textures are the real enemy.

To put it in numbers, a decent computer can in the right circumstance handle 4000 tris without issue, I haven't heard of people going beyond that too successfully; But large textures will cut that down.

Then you have the colliders, which are physically active and as such MUCH MORE EXPENSIVE. And also in KSP likely to behave strangely if the collider mesh is too dense with verts

TL;DR The visible meshes are only expensive in graphics power, which in a game like this is usually available to spare; the textures take up a very limited resource so use them wisely. Colliders are expensive, have as little detail as you can get by with.

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